This was a project I started in Summer 2012, to redo the engine to fix all of the constraints that I had with the DOS Wolf3D engine. I added a few features, and cleaned up the code. I hope the minor changes that I did to the maps, and the fancy features that I put in the engine will be a more successful mod than the few that I have made for Wolf3D before.
I am not keeping the cheesy storyline that I had before (although I am leaving the end episode text), because, let's face it, its DOOM. You don't need a story, just a gun and a demon-killing ambition.
I seem to be pulling updates every month, just by chance. But I fixed a few more bugs. I also am releasing the map definitions and source code. Please give credit where credit is due.
There is collaboration of various members of the Wolf3D community, I hope that I credited them for the things they came up with.
I have some unique work in there that was original to me too, but it is available for you to learn how it's done. Please give credit.
Thank you iD software, DiehardWolfers Community
I completed my tests of all the maps. Fixed a lot of bugs. What's next? Christmas day.
Episode 3 is tested and seems all good. Time is getting sparse with finals nearing. I hope to still try to finish the final episode before then.
Here's the source code. I felt it may help wolf3D modders see the clever things that have been done in here. Many were collaboration of the Wolf3D community...
Working on DOOM Legions Revisited, I found a few bugs in this game. The switches may not save correctly (not sure). Unfortunately, my fix may corrupt...
I fixed a few things in game, apply this to the existing 1.00, just a copy+paste.
Merry Christmas, and here is what you have been waiting for. I hope you enjoy. (EDIT: Version 1.02 here)
I grabbed the source to build for Gnu/Linux, but I have not been able to get it to compile. It hangs on missing files that are listed in the makefile, such as "id_sd".
I've tried both removing them from the makefile and adding the missing cpp and header files, but no dice. Am I missing something?
I build it with code blocks, and visual studio, so the included files may not be the same. Makefile, and devcpp would still be stock wolf4sdl.
I tried building with code blocks, but it gave me grief over a size declaration that I couldn't solve.
Oh well. Thanks for responding.
How do I get the map definitions? I'm remaking this in the Doom engine, and I need those for obvious reasons.
Port to ECWolf?
I'm playing the walkthrough right now and I noticed two things so far.
There's a bug on the Spider Boss, it shot me and I'm not hurt, then the boss dies out of nowhere. E2M9
I also discovered the fact that E3M6: The Unjust is actually the same as E1M8 from Wolf3D. Which I find interesting.
Anyway I'll soon play Episode 4 and then I'll rate the game.
So far I think this is the best mod of Wolf3D I've played.
Sorry for the late response (years late), but you are right. I am disappointed in myself, now that I see this. I don't know if it was laziness, or I kept seeing "remastered" maps that really added a new element to E1M1, like in End of Destiny. I wanted my own, so I just took a map and did that. I'll be coming up to that map in a few weeks on my youtube channel. I'll have to make a comment about that, now that I am aware of it.
Just finished Episode 4.
I noticed E4M2: Unsufferable is a lot like E3M1: Hell Keep. Fun short level
And I like how the final battle goes, similar to Spear of Destiny.
Good job on the game.
Yeah it was pretty close to that, because when I originally made the game, that was the most amazing thing I had ever seen. I wanted to replicate it.
Thanks, I'm glad you enjoyed it.
Hmmm, I think I know of the bug with the spider boss (I fixed that bug numerous times, but I think it might've snuck back in there)
E3M6, yes I made that same secret area section as E1M8.
Thanks for the feedback!